Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
As an ele, the only I win button is using all of your skills in perfect sequence and successfully land each and every one. Only then, if you’re the better player, you will win.
cute, but you are not doing as much damage as a warrior and not as much healing as a staff ele, and they really really want you to be casting water fields and calling them in whatever voice communications you have. If your wvw server is not t1 you may be one of the reasons.
He was on JQ…
And to be honest, the JQ TS is usually in total silence when I’m in it.
To the video: Not what I expected (I was looking for a roaming video), but not bad. That tornado that knocked all those people off the tower was pretty amusing.
They should think about increasing the damage and/or adding a useful secondary effect to it if changing the cooldown is out of the question. As it stands, rtl is a weak skill that has almost no damage potential, is easily locked onto a long cooldown, and is punishing to use when running, the enemy is going down, or when the enemy can dodge. I think strengthening the skill’s offensive side would greatly improve it’s viability and better justify it’s long cooldown.
Keep an extra dagger w/ bloodlust sigil for stacking. A thanks goes to oZii for leaving the advice I needed to adapt this build to the changes.
If you take out the bloodlust sigil weapon you lose the stacks. That’s bAd for ele because you only have 2 weapons and those are very important. For example a thief can stack his bloodlust on his Shortbow and then use d/d or d/p meaning they actually have 1 slot for bloodlust and 3’for others. Eles have 2 sigil slots and 1 can be taken out by bloodlust. This nerf to bloodlust hurt ele the most.
Would be true but you can just keep bloodlust sigil on underwater weapon and keep your stacks.
What he said. The bloodlust on the trident maintains the stacks when you unequip the bloodlust dagger.
Celestial is still very viable. You actually don’t notice the direct dps drop because of the new strength runes making a celestial ele so much more powerful. Also, you have more condition dmg than before, so your burns hurt more than ever. Those Zerk trinkets will make you rather squishy, though, and they also no longer give disproportionate amounts of crit dmg. It’s your choice, but I strongly recommend you go Celestial.
They really should improve glyphs and give them a more unified purpose before they add a new set of utilities.
The skill currently sees little to no use in WvW either, because AoE only hits 5 ppl and it’s not easy to stand within lighting flash range of a zerg for 3 seconds and not take a serious beating., not to mention the beating you take on your way out of the zerg too.
I’m not kidding. I killed two people before I even realized I was winning.
Keep an extra dagger w/ bloodlust sigil for stacking. A thanks goes to oZii for leaving the advice I needed to adapt this build to the changes.
Eles are stupidly expensive to gear. My ele has a 300+ gold debt to society. It was starting to pay it off, but then I had to spend 60g on strength runes…
Ele underwater really isn’t that bad. Try running through your foe with Tidal wave (Water 5). You can take half or more of your foe’s health in the blink of an eye (Like fgs fiery rush on steroids, but all of the dmg is done immediately). The cooldown is kind of long, but it’s shorter than any of ele’s land burst that does similar damage. Ele also has multiple CC’s and a decent condi auto and power auto. The disadvantage is that evasive arcana and ether renewal don’t work underwater, so you have no condi removal without a utility like Cleansing Fire.
Soo many QQ threads… It’s getting ridiculous… The only issue I see w/ thieves is that they’re extremely punishing to inexperienced players, who get melted in seconds and often don’t even know what the thief was doing.
The poison was what probably got you. Don’t forget to cleanse that, otherwise, you may waste your heal.
This last patch has been a blessing to ele. The ease at which I killed people blew my mind. I have enough defense to maintain that ease under pressure too.
Thanks for the feedback! Wow, Air is surprisingly cheap…
On my d/d ele, I switched to using Sigil of Battle and Sigil of Fire after the patch. After seeing the changes to the Sigil of Fire, I’m not sure it’s my best option anymore. My build is 0/2/2/4/6 with Celestial armor, weapons, and mixed Celestial/Cavalier trinkets with Strength Runes. What is my best choice for Sigils?
Also, I use my build mostly in WvW, so I keep a staff in my bag for when I need it. What sigils should I run on my staff?
(Don’t say bloodlust)
To the OP: While the idea is nice, if a thief fails to land a backstab, they will let the stealth wear off naturally, which doesn’t apply revealed, then immediately reapply stealth and try again (you can only dodge so many times). This change would hurt a d/d thief a lot more than a d/p thief, because dodging the d/d thief burns him out much faster and prevents him from using his primary stealth tool (CnD). Also, I can see people rolling around much more frantically than usual when a thief stealths if this change was made.
On a side note, I’ve seen someone say, “You’re X, you shouldn’t lose to thieves 1v1,” to every class except ranger. If thieves really should only be able to kill rangers, there would be almost no complaints about them. Thieves are very strong and extremely punishing to less experienced players, who they reduce to a pile of loot faster than no other. I think there would be far less fuss about thieves if the learning curve needed to defeat them was less punishing and easier to overcome. That said, I really don’t know how to achieve this goal without making thieves bad and I don’t want to wade through a sea of l2p’s and thief is perfectly fine to come up with an answer. Thief balance is delicate. One small tweak and an entire weapon can lose its niche and become obsolete.
Impressive. Personally, I think they both let you get away with too many Churning Earths unpunished. In fact, I think that was what killed the mesmer. The thief should’ve thrown down a bp and unloaded on you whenever you used Churning Earth IMO. Still, very impressive.
oZii read my mind. This discussion is overly dramatic like some reality show. If he comes back and starts posting stuff, discussion here is fine and dandy, but since he is not back, nor showing any sign of coming back, let it rest.
Immobilize is the bane of an eles existence, along with chill. I would not complain if immobilize was unstackable again. :p
The average thief is just a special learning curve one must learn to overcome when roaming, and good thief may not die, but he will run if you make him feel like he lost. Many roamers can run and scream like little girls when they know they will die, but can escape to save their precious stacks.
If one was truly intent on nerfing stealth, I would say make that 3s revealed timer pop up whenever a thief comes out of stealth in combat to keep them from sitting in stealth and pecking you with a CnD whenever it wears off. It would also make kiting a better counterplay to stealth builds, because if their stealth burns out before they hit you, they get no backstab.
You’d be nerfing several good traits really hard, not to mention none of these changes make their target skills that much better. While, I’m all for making bad traits viable, I don’t want it to be like that. You should look into what is actually an “awful” trait. Evasive Arcana and Elemental Attunement are two very good ele traits and the crux of many builds. Nerfing these traits would be disastrous. I cannot see the reasoning behind many of these changes.
Don’t get your hopes up. He hasn’t made a video since the beginning of the first WvW tournament and he hasn’t posted on his website since July last year.
They nerfed it because eles like to use it and that is unacceptable. Just kidding, I don’t really know their reasoning, but it really does feel like it was done in spite of eles to me.
I was mad about the bloodlust nerf, but then I discovered a wonderful trick that works around it. The boon duration nerf is irritating, I had to buy new runes that aren’t as good as the old setup. The crit damage nerf is frustrating and I don’t feel like the added condi damage will make up for it. I think the nerfs to my damage potential, may have outweighed the buffs, but I’ll never know because my ele has access to applied strength/fortitude now. I kind of hope we’re still bottom of the barrel in sPvP, because I’d like to see some more buffs to my build instead of nerfs for a change.
I lost track of what the elepocalypse was between the ninja nerfs anet served my build.
Runes of strength or earth are your best picks
On my d/d ele, I will start running fire instead of bloodlust, because I’m too lazy to get stacks every time I die. On my other characters, I will most likely keep the bloodlust if they were already using it.
Impale is the dagger mainhand auto attack in the earth attunement, which you unlock at level 6.
Nice video. I personally think the first ele you fought would have done a lot better if he hadn’t used Churning Earth. Churning Earth is hard to land in a 1v1 in general, but against other d/d eles, it’s almost impossible. Each time he used it, he basically gave you three seconds to heal and then dodge, not to mention he wasted his Lightning Flash on top of his Churning Earth.
I think they’re afraid to buff us after what they did with warrior, so now they try to buff us by making bad skills mediocre and adding more bad skills to take their place. It also doesn’t help whenever a skill is made “good” people start complaining that we’re OP because they actually have to pay attention to us now. I bet Rangers feel the same way.
I think they should take a few risks, add some more meaningful buffs, and use the two week intervals to fine tune the buff to where it won’t make us OP without it being absolutely lame.
That seems promising. However, I’m having a hard time deciding if I want to keep good protection duration or if I want more might. So I guess the thanks goes to Anet for making me choose whether to go semi tanky or bursty again. :p
I was going to swap out my sigil of bloodlust for a sigil of fire, so I would have a combination of Fire and Battle sigils. Would running the sigil of Strength be a better option than battle?
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You can’t with alone food ,runes and trait stats to double your duration , you can do it of one condition (like bleed) to 100% but not all. You need food runes, traits and either a sigil or oil/crystal/sharpening stone to reach 100% condition duration. And that is your limit, power does not have that limitation.
Even with 100% duration the damage of a condition user is not double you forget the power damage part which may not be forgotten and cleansing will be more effective.
Let’s see the maximum amount of feriocity by gear and traits and food (100 ferocity) is 1145 which results in an increase of 76 crit damage so that means that you critical hits strike for 126% more damage. With a critical hit chance of 54% you wil hit for 68,04% or (93,24% with fury) more damage still lower then the 100% for conditions. Now you need a damage boost of 20% (1.6804 *1,2 = 201,648%) to reach beyond 100% with fury you only need 4%. So even if you don’t take fury your damage can be boosted beyond 100%. This is pure stat based there some traits which have tremendous amount of inluence on your power damage like deathly precision( 50% crit chance while in death shroud).[/quote]
Wow, I was about to make a response, then I realized I walked in a circle and forgot what I was arguing. XD
Condition is not over powered or broken. Each class has decent ways to respond to conditions (Except rangers, who don’t want to go 30 into defensive lines, or stand in a little circle for all of their condition cleanses when they’re running a glassy power build) and as with power builds, you need to take options to defend against them, and if you don’t, you are asking to be killed by them.
on the flip side you get more/better boosts to your damage: fury( arguable but is better for power builds), retalition , vulenerability, … .
I forgot about fury and retaliation, but as I said (not directly), there’s a counter to every power-based buff. Weakness can be used to counter fury, not to mention the critical damage nerf coming up. I also remember reading somewhere that you can simply dodge after doing damage to avoid retaliation (not to mention how uncommon it is), but I have not tested to see if it is true. As stated by Coglin, you can use condition duration foods and runes to double your existing condition damage (twice the time, twice the damage), which, in my opinion, is far better than any buff a power-based build can give. Critical damage is reliant off of both precision and power and much harder to get a 100% boost on, especially after the nerf.
One issue I have with conditions is that there are fewer ways to defend against it than direct damage. Both Vitality and toughness help mitigate direct damage, while only Vitality helps against condition damage. Sure, you can get -% condition duration food, but oftentimes, the enemy is running +% condition duration runes and food, while with direct damage, one could use protection and weakness to defend themselves, Although vulnerability and might could overcome these two active defenses, it is not easy to do, and you still have both toughness and vitality passively defending you. Also, many would not consider it sensible to run Melandru’s and -% condition duration food because you lose too much damage potential by doing this (this is true for both condition and power builds, though certain builds still benefit more from -% condition duration than additional power). One could also say it is not sensible to go out of your way to get weakness or protection, but even without those, you still have two built in stats (vitality and toughness) to keep you safe from power-based damage, aside from only vitality protecting you from condition-based damage. Also, every character has an option of several built in heal skills. Among those, only one, for the most part, will remove conditions. On the other hand, almost all heal skills (except the really bad ones) can take care of power-based damage without the fear of the healing being completely negated in a few seconds (unless fighting outnumbered, or against a full zerk build). I personally think the way toughness and vitality works needs to be improved so that it actually has meaning in PvE and can more reliably fend off conditions. In addition, while I find every class to have many options to deal with power based damage without too much sacrifice (except for eles, who only have a few, but they’re too busy traiting to counter conditions to make use of most of them), a character may have to invest into traitlines, runes, and/or food that only lowers their damage, which hinders them further when trying out-damaging the common tanky condition builds (excluding warriors, who are blessed with cleansing ire to deal with all damage). Not to say conditions are broken, though. I think with enough experience, one could learn to beat any foe condition or power, as long as they have a few defensive tools to use against both.
I tried to make this as clean and self-proven as possible, so as to not get my head ripped of by peers. XD
I think water 15 should be combined with Cleaning Wave (Water X) because the current Cleansing Wave is half of the skill Cleansing Wave on offhand dagger, while healing ripple (Water 15) is the other half. This could open up Water 15 for a new water trait (maybe something else to boost damage, or more chills). On a completely off-topic note, I think the trait in the fire line, Cleansing Fire, should function like the Cleansing Wave trait, but remove 3 conditions on swapping to fire, without the healing bonus.
You’re tears are delicious…
I think that the leap part of this skill should be more like warrior’s savage leap. A bit faster with a nasty cripple to make it more useful. (Warriors can also trait to make savage leap immobilize)
It’s surprising how few people dodge RTL that you engaged with. The initial burst goes a lot less smoothly when they do dodge it.
Great video! I always enjoy seeing how other people play D/D ele!
Mesmers running Power Block after the patch could be the bane of Ether Renewal (25s cooldown on interrupt). I agree with the proposal of the thread to not put Ether Renwal on full cooldown if it is interrupted before the first pulse, though I don’t usually have trouble getting off ether renewal, since I usually just make some distance before using it, or throw up Armor of Earth if I know I’ll be CC’ed and can’t avoid it.
IMO Dragon’s Claw should deal additional damage to burning foes. It’s so easy to apply burning with main hand dagger. It’s a shame it misses out on a potential damage boost from that burning. Increased projectile speed on vapor blade would be nice. Impale could use faster cast time. Of course, there several other skills on D/D that could use some work too.
I’m amazed this thread has stayed afloat for so long. Polearms are my favorite medieval weapon. I was heartbroken when they decided not to implement them. Most of the underwater spear skins could be directly translated to polearms. I can see Necros getting polearms with animations like the staff autoattack (shadow scythe), but melee and power-based instead.
My d/d ele is a lot of fun. It’s like playing an instrument. I often end up listening to “I will Survive” as a group of people chase me halfway across the map (WvW) screaming “KILL THE ELE!!!” XD
Sounds a bit like League of Legends, but with less variety.
(edited by Cecilia.5179)
I feel that this will be the equivalent of “Fix pets!” on the ranger cdi if/when they make an ele cdi.
Also burning retreat has 1200 range on a 20s cooldown. With a quick 180, you might be able to outrun a d/d ele.
(edited by Cecilia.5179)
The proposed 9% increase being asked for here is very appealing to me. I do not want to see my gear of choice nerfed. It’s already hard enough to dish out damage. I hope Allie or a kind dev gives some feedback!
I really do hope there will be a rune set that gives 30% boon duration or higher, but as of now, we can only hope.
They’ve already shown the changes to Monk runes, which will bring down it’s second slot to a 5% increase. So, no, you will not be able to get a 45% bonus from using the 2/2/2 runes anymore.
Here’s the link:
https://forum-en.gw2archive.eu/forum/professions/balance/Celestial-stat-compensation-mistake/first#post3799642
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